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Re: Erfworld Bloopers

Perhaps a good way to resolve this is by adding a couple more Klog-like features. I love the Klog as being a great way to delve into Parson's thinking. Perhaps similar sections could be used to help us understand another character or two, or maybe something other than a journal. The stupid meals were great that way, is it possible to find a way to do more along those lines? Perhaps commentary by erfians who aren't even from the western conflict at all.

Avatar by Assassin89
I started my first campaign around a campfire, having pancakes. They were blueberry.
My homebrew(updated 6/17):

Re: Erfworld Bloopers

Minor visual continuity glitch: in #137, Wanda had a white skull and a star drawn on her camisole top. Both missing in #138.

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Re: Erfworld Bloopers

Originally Posted by pclips

That's a good idea.

Minor necromancy here. This has probably been suggested, but if you'd called it "The City Area, protected by the Outer Walls," it might have gone less harshly. And call "The Main City Area" that Parson alludes to, I dunno, "The Streets of the City"

Re: Erfworld Bloopers

A rendering comment on page 127, panel 7;
The darkness around Wanda making her appearance seems to show differently on different displays. On my office displays it is so dark, I can not make out anything above her short sleeves.
On my home system her face is much more visible.
It may be related to the display's brightness and contrast settings.
Depending on what effect you want, you may want to lighten that up a bit.

Re: Erfworld Bloopers

Originally Posted by DavesNotHere

A rendering comment on page 127, panel 7;
The darkness around Wanda making her appearance seems to show differently on different displays. On my office displays it is so dark, I can not make out anything above her short sleeves.
On my home system her face is much more visible.
It may be related to the display's brightness and contrast settings.
Depending on what effect you want, you may want to lighten that up a bit.

Dave.

Getting the images to look right in print (as opposed to onscreen) is always something to watch out for. For example, I vaguely recall Rich mentioning that the initial proofs of the first OotS book had Roy's face so dark that the facial feature lines didn't show.

That frame might be a good "canary in the coal mine" for that stage of book production.

When I get around to making another round of avatars, I'll probably tweak the background on that one to be just a bit lighter.

Re: Erfworld Bloopers

p64 panel 3 seems to be a major hangup. Wasn't intentional and I agree that it's misleading. We'll clarify that for the book.

For the record, the rule is actually pretty simple and I am amazed it's been such a sticking point for people.

You can move only on your turn, and you can cast only on your turn.

When an enemy comes to you on their turn, you can engage, and you can cast. This includes when they are attacking your city.

Why could Parson not have ordered a veil to be cast, even if the Foolamancer had been in the group with the wounded dwagons? It was not his turn, and they were not under attack. Once Jillian entered the hex, a theoretical Foolamancer within that hex could have veiled, but it wouldn't have been very effective at fooling her.

Why could Parson have his casters cast on the Coalition's turn, later in the story? His city was being attacked.

Why could the Archons cast the DDR spell? They were part of the Coalition and it was now technically their turn. But they could not move because all of Charlescomm's units' move went to zero when Charlie ended turn. Move and hits are restored to full at the beginning of a side's turn, and (re)forming an alliance does not count as starting a new turn.

Why could the Archons "cast" the contract, when it was not their turn? Well, why could they still fly? It's not a spell, it's a natural magic. There's also a heavy dose of "talking is a free action" in that scene, another thing about turn based games that is silly but almost universally true. It's no sillier than food popping at the start of a turn.

Re: Erfworld Bloopers

When an enemy comes to you on their turn, you can engage, and you can cast. This includes when they are attacking your city.

Why could the Archons cast the DDR spell? They were part of the Coalition and it was now technically their turn. But they could not move because all of Charlescomm's units' move went to zero when Charlie ended turn. Move and hits are restored to full at the beginning of a side's turn, and (re)forming an alliance does not count as starting a new turn.

This is... uhm, this is horribly abuse-able. There's got to be something more... I hope.

Sides 1, 2, and 3 (who move in that order) begin the turn allied.

First action: Side 1's turn, but 2 and 3 go with them due to alliance. The coalition marches max move. They then disband the alliance. They then reform alliance on Side 2.

Second action: Side 2's turn. All units renew HP and move because they begin turn.

Some rule must prevent this abuse, so you haven't told us the full story yet.

Picture this: Charlescomm flies in to GK, but one Archon instead goes to Ansom. Between turns, Charlescomm joins the RCC (by casting the contract on their own turn and Ansom waiting until someone else's to accept, for instance), instead of what really happened. RCC's turn now comes up. What prevents Charlescomm from getting HP and Move restored and taking a second turn on the same day?

The preventative rule should be "All alliances begin on the next day." That prevents any possiblity of a unit having two turns, like Charlecomm just achieved.

Re: Erfworld Bloopers

This is... uhm, this is horribly abuse-able. There's got to be something more... I hope.

Sides 1, 2, and 3 (who move in that order) begin the turn allied.

First action: Side 1's turn, but 2 and 3 go with them due to alliance. The coalition marches max move. They then disband the alliance. They then reform alliance on Side 2.

Second action: Side 2's turn. All units renew HP and move because they begin turn.

While the issue hasn't really come up in the comic (so far), Rob has noted that allies take their turn along with whichever member of the alliance normally moves last. This insures that breaking and reforming alliances can't be used to get multiple healings/moves/etc within the same day. (It's possible to shift a side's place in the move order from one day to the next, as the air expeditionary force did to get to the choke point before Stanley. The downside to such exploits is that in order to re-join the alliance, the side had to go back to a later point in the turn order.)

Re: Erfworld Bloopers

Er, you're getting it wrong. The part you quoted explicitely says that forming/reforming an alliance does NOT count as starting a new turn in and of itself. Reforming on side 2 would merely change who was able to give the commands for whatever remains of the turn, and might change the turn order, depending how exactly that is calculated. (I suspect it wouldnt change the turn order since it seems most likely that its determined by army size, and merely changing the leader of an army doesnt change its size, but thats merely guesswork based on what we've seen so far.) So changing who the alliance is formed on mid-turn does not refresh move and health already lost during the turn.

The only question that needs to be made more explicit is what happens if forming a new alliance would change the turn order of one or more members of the new alliance. Does the turn order change immediately or not till next turn? And if it changes immediately how does that affect the various teams involved in the new alliance? How do the effects differ if the new alliance would still move before the enemy, compared to after?

Re: Erfworld Bloopers

In this comic, when Sizemore says: Improving? No I never wanted it. It should be: Improving? No, I never wanted it. (notice the comma)

Offical Diviner of the Vaarsuvius Fanclub

The Vorpal Tribble:
Roy likes big Sylphs and he cannot lie, You other fighters can't deny
That when an outsider walks in with a small category And a winged thing in your backstory You get Charmed Wanna take a feat that's tough
Cuz you notice her size was buffed...
Thanks to Holammer for the Avvie!